Just fyi also,
Big benefit to using Explode is that it maintains uvs for
BitmapMaterials that are on the original mesh.

On Sep 17, 11:49 am, Darcey Lloyd <[email protected]> wrote:
> oooo Sweet.. didn't know about that one :) nice one fabrice :)
>
> D
>
> On 17 September 2010 15:25, Revalis <[email protected]> wrote:
>
>
>
> > lol, wow.. yeah... of course there's a built in function to do it. :P
> > ...going to go re-invent some wheels now!
>
> > Thanks Fabrice. :P
>
> > On Sep 17, 8:59 am, Fabrice3D <[email protected]> wrote:
> > > var explode:Explode = new Explode();
> > > explode.apply(myPlane);
>
> > > done! :)
>
> > > pass true to constructor and each face is a unique mesh on itself
>
> > > Fabrice
>
> > > On Sep 17, 2010, at 3:21 PM, Revalis wrote:
>
> > > > Hey guys, trying to build a function that will, in effect, shatter a
> > > > primitive plane. To test, I have segmented the plane into a 5x5 grid,
> > > > but I can't seem to be able to actually 'break' each face into a
> > > > separate entity.
>
> > > > When I use the .offset() command on the faces, I just end up with a
> > > > deformed piece of mesh, as opposed to seeing each triangle shifted
> > > > away from the base (which makes sense, considering each vertex is
> > > > shared).
>
> > > > I've also tried to loop through each face on the plane to .clone()
> > > > each one to a new Mesh... But this doesn't seem to produce any visible
> > > > result.
>
> > > > Any ideas?- Hide quoted text -
>
> > > - Show quoted text -- Hide quoted text -
>
> - Show quoted text -

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